Thank you for pointing this out, I almost made the same mistake. TL;DR: Don't use the original's .esl plugin if you want to use this. You can just disable* the original plugin - not the whole mod, just the plugin - but make a clean save if you were mid-playthrough with either original plugin. Cause of the duplicate recipes: The original mod is .esl by default, but this patch currently only comes in .esp form (espfe, technically). If both the original .esl and this .esp are active, computers will see the plugins as different files and thus not overwrite either one. However, as part of converting the original's optional .esp into a "light" version, this patch effectively comes with the entire contents of the original plugin, and thus includes recipes and armors with FormIDs different than either original version. In theory, while the recipes and previews would appear identical in-game, one recipe might create the original armor and the other might create this adjusted armor. (Untested.) It might be possible to update mid-playthrough by carrying the armor edits over to the .esl, but I'm uncertain of the extent of the edits or if there's a need for the espfe format.
(*Standard word of warning: Like with any "light" conversion of a plugin, this shouldn't immediately be used in a save that has the original plugin's armor created, as this file uses a different FormID for the armor and the game will be a bit confused if you immediately load back in with just this plugin. No quests or scripts here; just go indoors, deactivate to make a clean save, then reactivate with this added.)
Yeah, but I still kinda don't get it, a lot of tatururutia's mods are like that and by the description it sounds like both are necessary but they are not (?), cause physics work even without tatururutia's plugin.
In any case it's still super confusing, why not overwrite original's records instead of adding same stuff, what if people use patches intended for the original? Why even add separate recipes?? So many questions
It's not even a patch it's a carbon copy of the original plugin, you'll have duplicate of everything
Love the work, do you happen to have or know a full body cape similar to this amazing work but longer? that covers the whole body? cause damn this is good and I would like to see it full body cape
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Cause of the duplicate recipes: The original mod is .esl by default, but this patch currently only comes in .esp form (espfe, technically). If both the original .esl and this .esp are active, computers will see the plugins as different files and thus not overwrite either one. However, as part of converting the original's optional .esp into a "light" version, this patch effectively comes with the entire contents of the original plugin, and thus includes recipes and armors with FormIDs different than either original version. In theory, while the recipes and previews would appear identical in-game, one recipe might create the original armor and the other might create this adjusted armor. (Untested.) It might be possible to update mid-playthrough by carrying the armor edits over to the .esl, but I'm uncertain of the extent of the edits or if there's a need for the espfe format.
(*Standard word of warning: Like with any "light" conversion of a plugin, this shouldn't immediately be used in a save that has the original plugin's armor created, as this file uses a different FormID for the armor and the game will be a bit confused if you immediately load back in with just this plugin. No quests or scripts here; just go indoors, deactivate to make a clean save, then reactivate with this added.)
In any case it's still super confusing, why not overwrite original's records instead of adding same stuff, what if people use patches intended for the original?
Why even add separate recipes?? So many questions
It's not even a patch it's a carbon copy of the original plugin, you'll have duplicate of everything